Ignoring all that though you will want to take Accurate first for the obvious reason to make passing easier. They really need a double to get Strong Arm as they only have AG3 and are slow, nearly every other Thrower from other races is usually faster, more agile or even both and will have more options for team mates to pass the ball to. I’m personally not a big fan of building an Orc Thrower in this method, I just don’t feel they are a good use of Team Value. Normal: Accurate, Safe Throw, Kick Off Return/Nerves Of Steel.Stats wise you don’t pass up +ST or +AG and +MV is obviously helpful for the extra range, far more useful than extra armour would be. Or Sure Feet as it will allow you that bit more range when moving making go for its less risky. Doubles you have two main choices, Dodge will help keep him upright (great for a ball carrier) and obviously help dodging if it comes to that. Nerves of Steel can help should you get stuck next to players and need to throw the ball away to a team mate. Fend will help with being able to keep moving as it will prevent players following up and getting your players bogged down (both the Thrower and his team mates). Kick off Return helps to get to the ball on a kick off, negating their slowness somewhat and helps get the ball somewhere safe. ![]() The obvious first choice for a player who will just pick the ball up and then sit in a cage is going to be Block, with also having Sure Hands this is the safest skill combination with regards to holding onto the ball. Normal: Block, Kick Off Return, Fend, Nerves of Steel.Throwers also have lower armour than their Orc team mates which does perhaps weaken the team’s ability to get a player advantage during a drive as the Thrower will get targeted for removal by opponents. The other issue is that Orc teams don’t have any recognised player to be the receiver, you can use Goblins or Blitzers to do the role but don’t expect amazing things from them. The downsides are that the Throwers are fairly slow at only MV5, which isn’t great for moving the ball around fast or covering the pitch while carrying the ball, but as they usually sit in a cage this shouldn’t be a big deal. This can stop the team from being one dimensional. They also have passing skill access and so can be built to move the ball around the pitch with greater ease and distance the more they develop (if you choose that route). Both are rerolling skills so save on team rerolls as well and by using an Orc Thrower to pick up the ball, it frees up the Blitzers to do what they do best. ![]() Orc Throwers have a few uses on an Orc team, firstly they add the Sure Hands and Pass skills which helps with both picking up the ball and moving it around the pitch. So Orc Throwers means you can play the team without just focusing solely on playing a hitting caging game (although that is what they are best at). Khemri and Dwarfs spring to mind, Norse perhaps can but their low armour means they don’t usually like games of attrition. There are a couple of others that do but typically they have no real options for a target to pass the ball too. Most bashing teams don’t have access to Throwers, or players with passing access and this ability sets the Orcs apart.
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